108,440 Commits over 3,867 Days - 1.17cph!
Ensured new nametag behaviour respects user setting nametags to true
Nametags are now re-enabled in basically every case when leaving a demo
Merge: from /main/expand_ipooled
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
Merge: from main
I've reached a good checkpoint, so prepping to merge back to staging
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
waterwell shopkeeper materials
First stab at fixing demos not re-enabling tags:
-Removed rendundant nametag enabled check
-Force an attempt at re-enabling tags anyway
Updated digital clock protection values
Applied the auto size settings from
103449 to the new accessibility colour dropdowns
Boosts active vitals SetText isLocalized = true
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
Localized "Boosts active" vital
oilrig small and gas station S2P
Fixed wood ladder prefab using outdated material definition
Converted to MeshLOD along the way
fixed compound bbq being hidden away inside a building - put back in party area
fixed driftwood_set_3 incorrectly set lods
Update: TokenBucket implements IPooled
Tests: none, trivial changes
added terrain filter checks to coastal rocks
Update: Sliced-/GranularAudioClip.Grain now implement IPooled
Didn't realize there were extra similar types, added.
Tests: None, trivial changes
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box
servers rules aren't localized anyway, so there's no need to use RustText here
Update: Planner.Guide.Snapping implements IPooled
Another candidate for struct conversion - added it to the task.
Tests: tested with laser light snapping - still snaps
Merge from ai_wolf_iteration
Self intersecting polygon bug on Food_Cache_005
Update: SoundModulation.Modulator now implements IPooled
Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this.
Tests: local session, ran around and shot - could hear steps, impact on different surfaces
Conservatively fix compile error caused by #if SERVER
Make target component API usage more consistent
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
Fixed community UI font loading (introduced by 103397)
Changed the way we load the default font so changing its path won't break CUI anymore
Updated wainscotting icons
Added hex-a-gone prototype
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
Fixed spraycan menu not interactable
Wider and stronger lakeside topology for lakes and oasis UE's
Update: MusicManager.ClipPlaybackData now implements IPooled
Tests: booted in local session, no exceptions
Committing WIP work as need to switch branch
Update: MusicClipLoader.LoadedAudioClip now implements IPooled
Tests: booted in local session, no exceptions
Updating: EngineAudioClip.Grain implements IPooled
Will need to explore further if it's dead script
Tests: None, trivial change
Removed missing guid rocks from craggy
Merge: from main
Tests: none
Shop UI now closes if vendor dies while player is shopping
Setup placeholder clothing loadout
Add NPC/vending spawners to water well C and E